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April 23, 2024, 08:57:43 AM

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Messages - rainey06au

1
Thank you sir. That has worked a treat. Got my head around most of it now!  I didn't have any color values in for Clear sky, so I added R=0.8, G=0.9, B=1.0, and it's given me a nice slightly blue tint to the reflections.





2
Quote from: PiBoSo on August 16, 2020, 12:22:22 PMPlease note that the sky is not reflected in puddles.
A constant color is used instead, that is set with "sky_color", for each weather condition, in the track AMB file.

Thanks Pib! That's a simple answer, I'll play around with my values in my AMB file.  8)
3
Just so people can see what I mean. Rain at overcast looks correct, but rain during clear day does not reflect the sky.







4
Dude I have the Piboso Track Creation Guide open whenever I'm working on my track but there are so many things that it doesn't cover in detail, so I research on these forums and only find small pieces of information from other members, usually with expired images etc. so it's really hard to learn how things work with so much old information floating around. I know rain puddles can be in the specular but I saw other members confirming that it works in the glossiness as well, which in my attempts does not work.
5
Thanks mate! I'm pretty happy with the track so far.  I managed to get the wet track puddles working by using Channel 2 in the Specular map rather than the Glossiness map of the material. Still doesn't seem right though, near reflections don't appear to reflect the skydome, but 100m in the distance the track does appear to reflect the skydome.  Not sure if I should be specifying reflections in the .shd or not (I'm assuming the reflection factormin etc. is only for a permanently reflective surface like glass or water).
6
Quote from: LXS77 on August 05, 2020, 02:29:20 PMIt's one density map per texture. You can create individual .grs files for each grass texture, FBX2EDF will process them. Just keep the density map in the TGA's Alpha channel.
Isn't working for me, I create .GRS files for each texture with the correct values inside the code, including referencing the different density .TGA of each texture (all suffixed with '_g'). RGB channel is 255 white, alpha channel is my density. FBX2EDF starts to mix them together with some very bizarre behavior. I decided to just use my edge density map across all textures in the end because I really didn't want grass being drawn right up to the track edge (through the dirt).

I am developing the track as a training tool for my 10yo daughter and to improve my modelling abilities (hence the attention to detail). No plans to release publicly but I might one day!

I just cut some test laps (in 10% wet lol) running the track counter clockwise for fun (it's currently running clockwise in reality, you can see some onboards from my daughter if you browse my YT channel).
7
So I'm pretty happy with how it looks with some grass. I wanted to have the bare patches of dirt stay bare so I made the density mask. It's got some side effects across some of my terrain grass textures but you don't notice for the most part.  My rain puddles are not working still but I'm much happier with this workflow now thanks to you LXS77. :)





8
I've discovered another little setback.  Looks like you can't use more than 1 different densitymap in a project. I had different masks made for my different grass textures but when I leave them in the .GRS file it does some sort of funky blend of them in the distribution of 3d grass... sadly.
9
Quote from: LXS77 on August 05, 2020, 11:36:41 AMAll your objects should stay in 3DS Max as a part of your track. No need to export them separately into different formats. They only thing you need to do before exporting into .FBX - name surfaces and collidable objects as described in the Track Creation Guide.

You're right, I did start with MX Bikes, but I've been referencing those resources in my efforts to make this KRP track.  All my objects are correctly named, so it sounds like I just need to select them all in one go from 3DS Max and export them to one single .FBX file. Then disregard all the other parts of the MX Bikes compile process.
10
Okay I'm getting closer through a lot of trial and error!  Obviously the density is too high but I needed to see proof that my densitymap was actually working.

I still don't know how to combine my .EDF objects into the .MAP file though. :(
11
I exported the same FBX file as a .trp for the collision as well assuming that is the correct thing to do.  Now I'm stuck trying to figure out how my .hmf and .tht files should look for a mesh only track (because originally I was using a heightmap just below my .edf objects). But of course now I don't want to use my heightmap.raw or any of those parameters. I just want my SURFACE.map and COLLISION.trp files to be the main track base.

samples_x = 4097
samples_z = 4097

data = heightmap.raw

size_x = 700
size_z = 700
scale = 100

num_layers = 3
layer0
{
map = maps/mud_treads.tga
frame1
{
map = maps/mud_treads_wet.tga
}
repetitions = 50
}

layer1
{
map = maps/mud.tga
frame1
{
map = maps/mud_wet.tga
}
repetitions = 50
thickness = 0.1
}

layer2
{
map = maps/SAT_colornear001.tga
frame1
{
map = maps/SAT_colornear001.tga
}
repetitions = 1
mask = mask_color.tga
thickness = 0.4
}

scene0
{
name = OBJ_SURFACE.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}

scene1
{
name = OBJ_BUILDINGS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}

scene2
{
name = OBJ_TYRESTACKS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}

scene3
{
name = OBJ_2DTREES.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}

scene4
{
name = OBJ_3DTREES.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}

scene5
{
name = OBJ_MARKERS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}

scene6
{
name = OBJ_BARRIERS.edf
pos
{
x = 0
y = 0
z = 0
}
rot
{
x = 0
y = 0
z = 0
}
}

EDIT: Actually I have managed to compile my map without running TERRAINED at all.  I just used TrackED to take the collision file and merge with my centerline, deleted my .TRH in my output and replaced with my new .TRP. Dropped in my .MAP file of my surfaces and ran the track. But now I have a new problem...  The grass is on every surface named TRKGRAS_ and doesn't seem to obey the .GRS files, nor the DENSITY maps. In fact even when I remove the Grassfx.tga file I still have grass on my surfaces! Eeek. I'm a bit confused.
12
Track Editing / Re: 3D Grass
August 05, 2020, 06:42:40 AM
I know this is a very old topic but it is referenced to from many places. So just to add my little bit of knowledge. 3D Grass will not draw from a mesh object that was converted in FBXtoEDF as a 'mesh'. You need to convert your surfaces as a 'map', and also export a collision 'trp' file seperately.
13
Thank you mate! You're a genius. That's exactly where I was going wrong.  3D grass will not draw from a standard .EDF model.  That's made my day! :)
14
Dude!!!  That's probably it!!  I didn't really know what the other options were and hadn't been reading the FBX2EDF guide! Funnily enough the track has been driving well on an EDF file..
15
Track Editing / Re: Exporter request
August 04, 2020, 02:47:29 AM
3DS Max 2013 (x64) plugin please!